Crew Configuration

This is a checklist of how to configure your crew for a typical game.

Establish Reputation

First you must set a limit of how much Reputation each player can spend to configure his Crew . Usually both players have the same Reputation. We recommend a maximum of 150 points for short games and 450pts for longer 2 hour games, with 300pts being the recommended Reputation for the Scenarios presented in this rules. This is the size of your Crew, for determining available Free Agents and Funding.

Now you can start Recruiting Characters, remember that the sum of the Reputation of all Characters in a Crew can never exceed the maximum Reputation established.

Boss

Each Player must choose a “Boss” for their Crew between characters ranked as “Leader” or “Sidekick“. All other characters in a Crew must have the same affiliation as the Boss. If a character has an “Unknown” Affiliation they may be selected by any Crew.

The Funding of a Boss is reduced to $0.

Rank

All characters have any of the following ranks: Leader, Sidekick, Henchman or Free Agent. This rank determines who can join your band:
• You can only include 1 Leader. This must be the “Boss” if it is included in your Crew.
• You can only include 1 Sidekick, unless you choose a Sidekick as “Boss“, in which case you can include one additional Sidekick.
• You can only include 1 Free Agent every complete 150 reputation points of the Crew total.
• You can include any number of Henchmen.
• You cannot include two of the same character, unless they are a “Henchman*”, known as a Minion

Rank Traits

Most Ranks come with Special Traits.

The Rank Traits are tied to the Character’s Rank, not whether they are a Boss or not.

Funding

Many Characters have a Dollar ($) cost indicated on their Character Card. The Funding Value represents the extra cost of Recruiting the Character.

Crew has $500 Funding for every 150 points of Reputation. If the Crew has more Reputation than each 150 point limit, increase the Funding allowance to the next 150 limit.

Crew‘s Funding cannot exceed this limit.

 

Equipment

The following Equipment lists replace the ones from the Batman Miniature Game rulebook. Unlike the Equipment rules listed in the Batman Miniature Game Rulebook, characters other than those with the Henchman Rank may take some Equipment as listed in the equipment special rules. Some Equipment also costs Rep in addition to the normal funding cost, this is added to the total Reputation of your crew, and may not be reduced.

 The Watchmen Crew does not use Equipment.

Batman

  • 0-2 Magazine ($200): +1 to Ammunition for one weapon.
  • 0-2 Flashlight ($100): Model gains the Lantern rule.
  • 0-2 Handcuffs ($200): Model gains the Arrest rule.
  • 0-2 Whistle ($200): Model gains the Halt/Stop rule.
  • 0-1 Med-pack ($300): (Cost 2SC to use) Once per game remove 2 Damage markers from a character in base-to-base contact with this character.
  • 0-2 Street Patrol ($50): The model gains the Street Guy rule.
  • 0-1 Intensive training ($100): The model gains the Teamwork /1 (All) rule.
  • 0-2 Radio ($100): Model can reroll failed Let’s Go! rolls.

 

The following options may be taken only when a character with Name: Bruce Wayne is in the crew:

  • 0-1 Upgraded Batsuit ($100) (Can only be purchased by Bruce Wayne): Model gains +1 to Endurance.
  • 0-1 Kevlar Cowl ($250) (Can only be purchased by Bruce Wayne): Model gains Immunity to CRT.
  • 0-1 EMP ($100): Model Gains the EMP rule.
    • 0-1 Batman Inc. ($400+3 Rep Points) (Can only be purchased by Sidekicks or Free Agents): Model gains Bat-Armor MkII rule.
  • 0-1 Martial Arts Training ($100+2 Rep Points) (Can only be purchased by Sidekicks or Free Agents): Model gains the Martial Artist rule.
  • 0-1 Mentor ($200+3 Rep Points): (Can only be purchased by Sidekicks or Free Agents) Model gains the Hidden Boss rule.
  • 0-1 Hidden Magazine ($300):): (Can only be purchased by Sidekicks or Leaders) +1 to Ammunition for one weapon..

 

 

The following option may be taken only when a character with Name: Dick Grayson is in the crew:

  • 0-1 Circus Training ($300+5 Rep Points): Model gains the Acrobat rule.

 

The following option may be taken only when a character with Name: Kathy Kane is in the crew:

  • 0-1 Officer training ($100+2 Rep Points): Model gains the Follow Me! rule.

 

 

Joker Crew:

  • 0-2 Magazine ($200): +1 to Ammunition for one weapon.
  • 0-2 Grapple-gun ($300): Model gains the Batclaw/Grapplegun rule.
  • 0-2 Clown Paint ($150): Model gains the Distract rule.
  • 0-2 Flare ($300): Model gains the Flare rule.
  • 0-1 Neurotoxic Drugs ($250): Model gains the Fast and Dodge rules.
  • 0-1 Improvised Armor ($150): Model gains the Hockey Gear rule.
  • 0-1 Antidote ($50): Model is immune to Poison effects.

 

The following option may be taken only when a character with Alias: Joker is in the crew:

  • 0-2 Nerve Gas ($200+3 Rep Points): Model gains the Sturdy rule.

 

The following option may be taken only when a character with Name: Harleen Quinzel is in the crew:

  • 0-1 Sexy Costume ($300+5 Rep Points): Model gains the Disarray rule.

The following option may be taken only when a character with Name: Duela Dent is in the crew:

  • 0-1 Rusty Tools ($200+2 Rep Points): Model gains the Cruel rule.

 

The following option may be taken only when a character with Name: Mr. Hammer is in the crew:

  • 0-1 Brutal Training ($150): Model gains the Savage Fighter rule.

 

 

 

Penguin Crew:

  • 0-2 Magazine ($200): +1 to Ammunition for one weapon.
  • 0-2 Grapple-gun ($300): Model gains the Batclaw/Grapple-gun rule.
  • 0-2 Laser Sight ($150): Model gains the Laser Sight rule.
  • 0-2 Camo Vest ($300): Model gains the Stealth rule.
  • 0-2 Radio ($100): Model can reroll failed Let’s Go! rolls.
  • 0-1 Backpack ($100): Model can move with a Loot Objective Marker without paying the 1 MC cost.
  • 0-3 Improvised Armor ($100): Model gains the Hockey Gear rule.
  • 0-1 Helmet ($300): Model gains the Hardened rule.

 

The following option may be taken only when a character with Name: Oswald C. Cobblepot is in the crew:

  • 0-1 Ostentatious Clothes ($200+2 Rep Points): Model gains the Goad rule.

 

The following option may be taken only when a character with Name: Sickle is in the crew:

  • 0-1 Brutal Training ($100): Model gains the Savage Fighter rule.

 

 

 

Bane Crew:

  • 0-2 Magazine ($200): +1 to Ammunition for one weapon.
  • 0-2 Grapple-gun ($300): Model gains the Batclaw/Grapple-gun rule.
  • 0-1 Titan Dose ($100): Model gains one Titan Dose.
  • 0-2 Night Vision Goggles ($200): Model gains the Night Vision rule.
  • 0-1 Antidote ($200): Model is immune to Poison effects.
  • 0-2 Venom Dose ($100): Model gains one Venom Dose.
  • 0-1 Backpack ($100): Model can move with a Loot Objective Marker without paying the 1 MC cost.
    • 0-1 Gas Mask ($150): Model gains the Gas Mask rule.

 

The following options may be taken only when a character with Name: Bane is in the crew:

  • 0-1 Venom Laboratory ($100+5 Rep Points):): (Can only be purchased by Sidekicks or Free Agents) All characters in your crew can use more than 1 Titan Dose per game. This bonus remains in play even if this model is removed from play or leaves the board. Also, the cost of Venom Doses in the equipment list is reduced to $50.
  • 0-2 Venom Applicator ($100+2 Rep Points): This character can use Titan and Venom Doses on a friendly character in contact.

 

 

 

Poison Ivy Crew:

*Note: Only Plants can purchase this ‘equipment’.

**Note: Plants cannot purchase this ‘equipment’.

  • 0-2 Titanic Mutation* ($150): Model gains one Titan Dose.
  • 0-1 Sense Mutation* ($100): Model gains the Night Vision rule.
  • 0-2 Extra Spores* ($200): +1 to Ammunition for one weapon.
  • 0-2 Spikes Mutation* ($200): Model gains the Claws rule.
  • 0-1 Luminescent Mutation* ($100): Model gains the Lantern rule.
  • 0-1 Large Roots* ($200): Models moving within a 10cm radius of this plant suffer Impaired Movement.
  • 0-1 Grapple-gun **($300): Model gains the Batclaw/Grapple-gun rule.
  • 0-1 Camo Vest** ($300): Model gains the Stealth rule.
  • 0-1 Mutation Serum** ($200+3Rep. points): Model gains the Tough Skin and Desensitized rules.
  • 0-2 Mutant alterations** ($150+2Rep. points): Model gains the Adaptable rule.
  • 0-2 Corrosive Blood ($50): When this model becomes a casualty, all models in Contact must pass an Endurance roll or receive S Damage.

 

The following option may be taken only when a character with Name: Pamela Lillian Isley (Poison Ivy) is in the crew:

  • 0-1 Modified Pheromones (5 rep Points + 150$) (Can only be purchased by Sidekicks or Free Agents): All models in the crew with the Control Pheromones rules, can choose up to 2 enemy models instead of 1 when using the control Pheromones Trait. (Note: If this model is removed from play, your models lose this Bonus).

The following option may be taken only when a character with Name: Alex Holland (Swamp Thing) is in the crew:

  • 0-1 Passage ($200): Model gains the Undercover rule.

 

Black Mask Crew:

  • 0-2 Magazine ($200): +1 to Ammunition for one weapon.
  • 0-2 Brass Knuckles ($200): Model gains the Reinforced Gloves rule.
  • 0-2 Grapple-gun ($300): Model gains the Batclaw/Grapple-gun rule.
  • 0-1 Bribe ($100): Model gains the Informer rule.
  • 0-1 Lock picks ($100): Model gains the Runaway rule.
  • 0-2 Backpack ($100): Model can move with a Loot Objective Marker without paying the 1 MC cost.
  • 0-1 Bounty Hunter Contract ($200+2 Rep) (Can only be purchased by Free Agents): This character  can be affected by the No Mercy! rule.
  • 0-1 Silencer ($200): One of the model’s ranged weapons gains the Silencer rule.

 

The following option may be taken only for Elite Gangster characters:

  • 0-1 Old-School Training ($50): Model gains the Veteran rule.

 

 

Two Face Crew:

  • 0-2 Magazine ($200): +1 to Ammunition for one weapon.
  • 0-1 Bribe ($100): Model gains the Informer rule.
  • 0-2 Bulletproof Vest ($100): Model gains the Bulletproof Vest rule.
  • 0-2 Handcuffs ($200): Model gains the Arrest rule.
  • 0-2 C-4 ($200): Model gains the Explosive Gel rule.
  • 0-2 Morphine ($150): Model gains the Sturdy rule.
  • 0-1 ($300+3 Rep. Points): Model gains the Cruel rule.
  • 0-2 Gas Mask ($150): Model gains the Gas Mask rule.
  • 0-2 Grapple-gun ($350): Model gains the Batclaw/Grapple-gun rule.
  • 0-1 Silencer ($200): One of the model’s ranged weapons gains the Silencer rule.
  • 0-2 Pawn Expert ($200): Model gains the Distract rule.

 

The following option may be taken only when a character with Name: Harvey Dent is in the crew:

0-1 VOTE HARVEY DENT Banner ($350+5 Rep Points): Your Leader’s Inspire rule has a 20cm radius instead of 10cm.

 

The following option may be taken only for Elite Gangster characters:

  • 0-1 Old-School Training ($50): Model gains the Veteran rule.

 

 

League of Shadows

  • 0-2 Magazine ($200): +1 to Ammunition for one weapon.
  • 0-1 Loyalty Tattoo ($200): Model gains the Bodyguard rule.
  • 0-1 Night Vision Goggles ($200): Model gains the Night Vision rule.
  • 0-1 Climbing Claws ($100): Model gains the Climbing Claws rule.
  • 0-1 Trained in the Shadows ($300): Model gains the Hidden rule.
  • 0-1 Gas Mask ($150): Model gains the Gas Mask rule.
  • 0-1 Grapple-gun ($400): Model gains the Batclaw/Grapple-gun rule.
  • 0-2 Combat Bracers ($150): The model’s close combat weapons and unarmed attacks gain the Defensive weapon special rule.

 

The following option may be taken only when a character with Name: Ra’s Al Ghul is in the crew:

  • 0-2 Ancient Weapon ($150+1 Rep Point): Model’s close combat weapon attacks gain CRT: S.

 

The following option may be taken only when a character with Name: Talia Al Ghul is in the crew:

  • 0-1 Shadow Training ($200): Model gains the undercover rule.

 

The following option may be taken only when a character with Name: Nyssa Al Ghul is in the crew:

  • 0-1 Bow Training ($100): Model gains the Shooter rule.

 

The following option may be taken only when a character with Name: Lady Shiva is in the crew:

  • 0-1 Unarmed Combat Training ($150): Model gains the Close Combat Master rule.

 

The following option may be taken only when a character with Name: Cheshire is in the crew:

  • 0-1 Poison Training ($50): Model gains the Poison Master rule.

 

 

Law Forces:

  • 0-2 Magazine ($200): +1 to Ammunition for one weapon.
  • 0-1 Patrol Training ($150): Model gains the Undercover rule.
  • 0-1 Handcuffs ($200): Model gains the Arrest rule.
  • 0-2 Radio ($100): Model can reroll failed Let’s Go! rolls.
  • 0-1 Police Badge ($200): Model gains the Veteran rule.
  • 0-2 Gas Mask ($100): Model gains the Gas Mask rule.
  • 0-2 Whistle ($200): Model gains the Halt/Stop rule.
  • 0-1 Grapple-gun ($350): Model gains the Batclaw/Grapple-gun rule.
  • 0-2 Street Patrol ($50): The models gains the Street Guy rule.
  • 0-2 Riot Gear ($150): The models gains the Football Gear rule.

 

The following option may be taken only when a character with Name: Kathy Kane is in the crew:

  • 0-1 Lieutenant Training ($100+2 Rep Points): Model gains the Follow Me! rule.

 

The following option may be taken only when a character with Name: James Gordon is in the crew:

  • 0-2 Sergeant Training ($50): Model gains the Order rule.

 

The following option may be taken only when a character with Name: Gillian B. Loeb is in the crew:

  • 0-1 Bribe ($150): Model gains the Informer rule.

 

 

 

The Riddler Crew:

  • 0-2 Magazine ($200): +1 to Ammunition for one weapon.
  • 0-2 Grapple-gun ($300): Model gains the Batclaw/Grapple-gun rule.
  • 0-2 Flare ($300): Model gains the Flare rule.
  • 0-2 Enigma Data-Pack ($150): Model gains the Distract rule.
  • 0-1 Broken Equipment ($250): Choose one item of equipment purchased by the opposing player before the phase A (During pre-game sequence). That item may not be used during the game.
  • 0-1 Gas Mask ($200): Model gains the Gas Mask rule.

 

The following option may be taken only by characters with the Bot trait:

  • 0-1 Battle droid ($250+3 Rep Points): Model gains the Claws rule.
  • 0-1 Shock droid ($50): Model gains the CRT: Stunned rule.

 

 

Scarecrow Crew:

  • 0-2 Magazine ($200): +1 to Ammunition for one weapon.
  • 0-2 Antidote ($150): Model is immune to Poison effect.
  • 0-1 Titan Dose ($100): Model gains one Titan Dose.
  • 0-1 Neurotoxic Drugs ($250): Model gains the Fast and Dodge rules.
  • 0-2 Camo Vest ($300): Model gains the Stealth rule.
  • 0-3 Gas Mask ($150): Model gains the Gas Mask rule.
  • 0-1 Grapple-gun ($300): Model gains the Batclaw/Grapple-gun rule.

 

The following option may be taken only when a character with Name: J. Crane is in the crew:

  • 0-1 Fear Gas Dispenser ($250): Model gains the Inspire Fear rule.

 

The following option may be taken only when a character with Name: Arkham Knight (J.T.) is in the crew:

  • 0-2 Radio ($50): Model can reroll failed Let’s Go! rolls.

 

The following option may be taken only when a character with Name: Slade Wilson is in the crew:

  • 0-1 Martial Training ($150): Model gains the Martial Artist and Master Fighter rules.

 

 

Mr Freeze Crew

  • 0-2 Magazine ($200):+1 to Ammunition for one weapon.
  • 0-1 Grapple-gun ($150): Model gains the Batclaw/Grapplegun rule.
  • 0-2 Bulletproof Vest ($150): Model gains the Bulletproof Vest rule.
  • 0-1 Med-pack ($300): (Cost 2SC to use) Once per game remove 2 Damage markers from a character in base-to-base contact with this character.
  • 0-1 Scope ($300): One of the model’s ranged weapons gains the Scope rule.
  • 0-1 Gas Mask ($150): Model gains the Gas Mask rule.
  • 0-1 Cool Generator ($300): Model gains the Stop! rule.
  • 0-1 Improvised Armor ($150): Model gains the Hockey Gear rule.

 

 

Court Of Owls

  • 0-2 Magazine ($200): +1 to Ammunition for one weapon.
  • 0-2 Climbing Claws ($200): Model gains the Climbing Claws rule.
  • 0-1 Antidote ($200): Model is immune to the Poison effect.
  • 0-2 Camo Vest ($100): Model gains the Stealth rule.
  • 0-1 C-4 ($300): Model gains the Explosive Gel rule.
  • 0-1 Gas Mask ($150): Model gains the Gas Mask rule.
  • 0-1 Grapple-gun ($400): Model gains the Batclaw/Grapple-gun rule.
  • 0-1 Ancient Weapon ($200): Model’s close combat weapon attacks gain CRT: S.
  • 0-3 Genetic Alteration ($50): Model gains the Tireless rule.
  • 0-2 Hunter Training ($200): Model gains the Tracking rule.
  • 0-1 Ancient Training ($150): Model gains Master Figther rule.

 

Wonderland Gang

  • 0-2 Magazine ($200): +1 to Ammunition for one weapon.
  • 0-2 Grapple-gun ($300): Model gains the Batclaw/Grapple-gun rule.
  • 0-2 Bulletproof Vest ($100): Model gains the Bulletproof Vest rule.
  • 0-1 Neurotoxic Drugs ($250): Model gains the Fast and Dodge rules.
  • 0-1 C-4 ($250): Model gains the Explosive Gel rule.
  • 0-1 Broken Equipment ($250): Choose one item of equipment purchased by the opposing player before the phase A (During pre-game sequence). That item may not be used during the game.
  • 0-2 Weird Device ($200): Model gains the Goad rule.
  • 0-2 Cup of Special Tea ($100): Model gains one Vertigo Dose.

 Green Arrow

  • 0-2 Magazine ($200): +1 to Ammunition for one weapon.
  • 0-2 Flashlight ($100): Model gains the Lantern rule.
  • 0-2 Radio ($100): Model can reroll failed Let’s Go! rolls.
  • 0-2 Whistle ($200): Model gains the Halt/Stop rule.
  • 0-1 Antidote ($200): Model is immune to the Poison effect.
  • 0-1 Grapple-gun ($200): Model gains the Batclaw/Grapple-gun rule.
  • 0-2 Riot Gear ($150): Model gains the Football Gear rule.
  • 0-1 Helmet ($300): Model gains the Hardened rule.

 

The following option may be taken only when a character with Name: Oliver Queen is in the crew:

  • 0-1 Command Center Support ($250): Model gains the Scheming 2 rule.

 

The following option may be taken only when a character with Name: Roy Harper is in the crew:

  • 0-1 Hi-Tech Ammo ($150+2 Rep Points): One of the model’s ranged weapons gains CRT: SS.

 

Organized Crime:

  • 0-3 Magazine ($150): +1 to Ammunition for one weapon.
  • 0-1 Bribe ($100): Model gains the Informer rule.
  • 0-2 Kevlar Vest ($300): Model gains the Kevlar Vest rule.
  • 0-2 Grapple-gun ($250): Model gains the Batclaw/Grapple-gun rule.
  • 0-1 C-4 ($250): Model gains the Explosive Gel rule.
  • 0-1 Gas Mask ($150): Model gains the Gas Mask rule.
  • 0-1 Silencer ($200): One of the model’s ranged weapons gains the Silencer rule.
    • 0-1 Backpack ($100): Model can move with a Loot Objective Marker without paying the 1 MC cost.

 

The following option may be taken only when a character with Name: Falcone is in the crew*:

  • 0-1 High Confidence ($200): Model gains the Sturdy and Mobster rules.

*As an exception, Victor Zsasz can always select this equipment if he is in the crew.

 

The following option may be taken only when a character with Name: Maroni is in the crew:

  • 0-2 Mafia ($100): Model gains the Criminal rule.

 

The following options may be taken only for Elite Gangster characters:

  • 0-1 Old-School Training ($50): Model gains the Veteran rule.
  • 0-1 Loyalty Tattoo ($100): Model gains the Bodyguard rule.

 

 

Gorilla Grodd Crew

  • 0-2 Broken Equipment ($400): Choose one item of equipment purchased by the opposing player before the phase A (During pre-game sequence). That item may not be used during the game.
  • 0-2 Ancient Weapon ($100): Model’s close combat weapon attacks gain CRT: S.
  • 0-1 Antidote ($100): Model is immune to the Poison effect.
  • 0-1 Grapple-gun ($300): Model gains the Batclaw/Grapple-gun rule.
  • 0-1 Hunter Training ($200): Model gains the Tracking rule.
  • 0-1 Passage ($200): Model gains the Undercover rule.

Strategies

You can choose from a number of Strategies to achieve your plans of victory. Players begin with 3 Strategy Points. Each Strategy has a value ranging from 1 to 3. Select your Strategies and then play them in the indicated Phase of Game Set Up.

Anytime Strategy
• 2/? Snitch

Discard an Enemy Strategy. A Snitch can Discard another Snitch.

Phase A Strategies
• 3/A Global Plan

Instead of rolling a die for Scenario, select the Scenario. If both Players choose this Strategy both are Discarded.

Phase B Strategies
• 1/B Maps

Play after rolling for Urban Furniture. You may place either 2 extra Lamp Posts or 1 Sewer. These may not be placed in the opponent’s deployment zone

Phase C Strategies
• 1/C Patrol

Play during your Deployment. You can place a Character 10cm outside your Deployment Zone. If there is no Deployment Zone, you gain +1 to the entry roll in the game zone.

•1/C Reinforcements

Select a Character and roll a die. On a 4+, that Character can be Deployed on the second Round during the Raise the Plan Stage. You can Deploy the Character at any edge of the Play Area which is not an Enemy Deployment Zone.

• 2/C Ambush

Play before Deployment. Deploy your entire Crew after the other player. If both Players choose this Strategy both are Discarded.

• 2/C Fast Advance

Play before Deployment. This increases your Deployment Area by 10cm. If you have two Zones, increase each 5cm. If both Players choose this Strategy both are Discarded.

• 3/C Perfect Plan

Add an extra Counter to the Take the Lead container.

Phase D Strategies
• 1/ D Change of plans

Play after all Objective Markers are placed. Roll two dice, move an objective as many cm as the sum of the roll in the direction of your choice, one use only. If both Players have this Strategy, the Attacker moves their Objective first.

• 2/ D Secret Objective

Play when selecting Objectives. Obtain 1 additional Objective of your choice. This may only be played once per Player.

Phase E Strategies
• 2/E Battle Cry

Your Crew requires 80% Casualty or K.O. to Run Away.

• 2/E Early Bird

On the first Round, select which Player will Take the Lead. Do not draw a Counter. If both Players choose this Strategy both are Discarded.

NEXT: Game Set Up

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